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Druids and metal armor
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<blockquote data-quote="weldon" data-source="post: 6495095" data-attributes="member: 18817"><p>That's better, certainly. I would only add that there are a few metals that are found in their native state. Copper, meteoric iron, gold, silver off the top of my head. These were usable before smelting was invented.</p><p></p><p>Agreed. Everyone needs to figure out what works for them and the bend the rules to make their game fun. I find it helps me to argue this stuff out on the internet so I can keep the game focused on the fun and the story.</p><p></p><p></p><p>I'm OK with that, but I do like how clerics, paladins, sorcerers, etc. have different options that sometimes allow you to play against the norm when you like. I like how there are different druid circles that have different fluff and powers. This no metal armor rule sticks out to me as fluff that could be setting-specific or circle-specific instead of a blanket enforcement.</p><p></p><p></p><p>Thanks to you as well. I came to the same conclusion that this rule is just there "because." I still think it is interesting to consider the implications of the rule in building a setting or campaign world that makes sense.</p><p></p><p></p><p>I would guess that it is closer to this idea that iron represents civilization, where the fey (or devils or witches) represent something outside civilization. I'm OK with representing druids as having an aversion to civilization. This metal armor restriction seems a strange way to represent that in the rules when there are so many other aspects of the druid's relationship with civilization that are not touched on in the rulebooks.</p></blockquote><p></p>
[QUOTE="weldon, post: 6495095, member: 18817"] That's better, certainly. I would only add that there are a few metals that are found in their native state. Copper, meteoric iron, gold, silver off the top of my head. These were usable before smelting was invented. Agreed. Everyone needs to figure out what works for them and the bend the rules to make their game fun. I find it helps me to argue this stuff out on the internet so I can keep the game focused on the fun and the story. I'm OK with that, but I do like how clerics, paladins, sorcerers, etc. have different options that sometimes allow you to play against the norm when you like. I like how there are different druid circles that have different fluff and powers. This no metal armor rule sticks out to me as fluff that could be setting-specific or circle-specific instead of a blanket enforcement. Thanks to you as well. I came to the same conclusion that this rule is just there "because." I still think it is interesting to consider the implications of the rule in building a setting or campaign world that makes sense. I would guess that it is closer to this idea that iron represents civilization, where the fey (or devils or witches) represent something outside civilization. I'm OK with representing druids as having an aversion to civilization. This metal armor restriction seems a strange way to represent that in the rules when there are so many other aspects of the druid's relationship with civilization that are not touched on in the rulebooks. [/QUOTE]
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